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Fair Play: January 2024 and CAPTCHA



We’ve been fighting accounts that use bots for a long time, and we’re sure that active players have noticed the result as we’ve managed to significantly reduce the number of bots in all modes. We also continue to identify violators who use prohibited modifications, and today the number of blocked accounts is impressive.

[h2]Banned accounts[/h2]
Over the last month, we’ve blocked 9,569 accounts that were found to be in violation of the rules. Specifically 3.2.3 of the EULA namely in the automation of gameplay (using bots) and cheat software.

For full transparency, we’re publishing the full list of these blocked players. This list will be available for two weeks starting from the publication of this article.

[h2]Player behavior analysis system and CAPTCHA for suspicious players[/h2]
Over the past few months, we’ve been particularly focused on combating accounts that use automated gameplay, or bots as they’re normally called. Improved analysis methods that learn from player behavior allow us to effectively identify any offenders. Your complaints also play a key role in this process, as they help us quickly respond to new bot practices and provide a fair gaming experience for everyone.

We strive to ensure that every decision we make is fair and reasonable. Understanding that there are accounts that may seem suspicious, we’ve introduced new CAPTCHA functionality. Accounts that the system suspects of using bots will be periodically subject to automatic verification using CAPTCHA, and if your account is under suspicion don’t worry — just complete the CAPTCHA to continue playing. The CAPTCHA will be displayed to suspected players before the battle, which in turn will help further reduce the number of bots in the game.

In obvious cases by analyzing a player’s behavior when completing the CAPTCHA, the system will be able to automatically block a violator’s account. At the same time, we’re making every effort to avoid false positives in the system. This is an additional step in ensuring the integrity of all War Thunder battles.

[h2]What we recommend[/h2]
We recommend that you set a strong password for your account and enable two-step authentication in your profile. This will help protect your account from fraudsters. And remember, don’t use forbidden client modifications and never share your account information with anyone!

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It's fixed! №86



Hey everyone, in this article we’ll be talking about the bug fixes and improvements that we’ve been working on in the past 2 weeks — thanks as always for your bug reports!

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

[h2]Customizing automatic selection of camos[/h2]



We’re continuing to improve the functionality of automatic selection of camouflages for ground vehicles depending on the location. We’ve seen your comments and have added the ability to edit the list of camouflages that are automatically selected. If you don’t like one, simply exclude it and the camouflage in the list will then become inactive. You can remove any camouflage from the list apart from the Standard one, and you’ll still be able to select an excluded one manually before the battle.

On the topic of camos, we’ve fixed a bug that would cause a selected “auto” camouflage setting to not save after a battle, which lead to unfortunate moments in using a winter camouflage on a forest map.

[h2]QoL improvements to selecting universal backups[/h2]



We’ve recently added the ability to use universal backups directly in a battle, and to prevent a universal backup from being used accidentally the game provided a popup message asking you if you were sure that you wanted to use one — but this was a lot of clicks.

We’ve now added a “Skip Confirmation” box next to the backup use button so that you can activate it faster. Once ticked, this setting will be remembered on your account and the game will no longer ask you if you really want to use a universal backup.

There’s one other quality of life improvement when using backups in battle. In the respawn window, if it was only possible to spawn by only activating a universal backup, a selected vehicle did not have the “Backup” text indicating that it could be used — that’s been added now!

[h2]Reloads in naval battles[/h2]



There was complete chaos at sea: ships had been allowed to ignore the reloading of torpedoes and bombs! These were allowed to be used one after another without an issue until they ran out entirely. This was quite problematic, but we’ve now found the root cause of the issue and now it’s no longer a problem.

[h2]That’s not all[/h2]
That about finishes up today’s news, but there’s still more to look through. The full list of improvements and bug fixes can be found in the below update notes. We’ll quickly list a few others: the “Order of Maritime Merit” award has been added for the French Navy, the highlighting of projectile impact points that were missing have been fixed, and the overlapping multifunction display in the cockpit has been fixed too.


[h2]Today's update: 2.33.0.100[/h2]

[h2]Awards[/h2]
  • The “Order of Maritime Merit” award has been added for the French Navy.

[h2]Interface[/h2]
  • The ability to edit the list of camouflages that are automatically selected for a certain type of location has been added. You can now exclude any camouflages from the auto selection list except the Standard one.
  • A bug when selecting the “Automatic” camouflage type causing it to not save after a battle has been fixed.
  • In the crew upgrade window, crew qualification for the current vehicle is now shown across all tabs.
  • In the universal backup activation window in battle, an option to disable the confirmation message popup when using a backup has been added.
  • A bug where the “Backup” text on a vehicle was missing in the respawn window when it was possible to spawn with it only using a universal backup has been fixed.
  • A bug that caused the performance characteristics of a shell to not show in the Protection Analysis if a vehicle only had one type of shell has been fixed.

[h2]Ground Vehicles[/h2]
  • A bug that made it possible to change a loaded belt, clip or magazine without firing a loaded round has been fixed.
  • Ariete (P), Ariete, Ariete PSO, Ariete AMV — the blowout panel mechanic has been removed, as it was incorrectly present whilst all ammo was actually stored in the crew fighting compartment instead. (Report)
  • Ariete (P), Ariete, Ariete PSO, Ariete AMV — a bug where there was no secondary shrapnel formation when the upper front hull was hit has been fixed.
  • M60 AMBT — a bug where there was no stabilizer for the 25 mm LW25 gun has been fixed. (Report)

[h2]Naval Vessels[/h2]
  • MS-53, Soukou-Tei — the aiming angles for guns of the first group of weapons have been increased.
  • HMS Gay Archer — the previously empty ammunition magazine, located closer to the stern, is now filled with shells.
  • Vauquelin — a bug that caused a deck anti-aircraft machine gun to not attack enemy aircraft and boats has been fixed. (Report)
  • A bug that caused the highlighting of the projectile impact point to be missing has been fixed.
  • A bug that allowed rockets to be fired while reloading has been fixed.
  • A bug where torpedoes did not take reloading into account has been fixed. For example, on the destroyer Pr.45 Opytny it was possible to fire a salvo of 10 torpedoes from 8 tubes without reloading. (Report)

[h2]Aircraft[/h2]
  • SB2C (all variants) — a bug that caused the defensive turret to be able to fire through the fuselage has been fixed. (Report)
  • TIS-MA — a bug that caused rocket launcher rails to show on the wings when selecting FAB-100 bombs has been fixed. (Report)
  • AJS37 — launch rail for the RB 74 missiles has been replaced with a correct one.
  • SA.341F Gazelle — the HOT-1 ATGM no longer requires modification research and is available immediately. The HOT-2 modification has been moved from Rank III of modification research to Rank II. The HOT-1 modification has been removed. The modification cost in Golden Eagles or Research Points will be compensated.
  • A.109EOA-2 — the 2 x BGM-71C ITOW option has been added, which does not require researching any modifications and is available immediately.
  • A bug where it was possible to fire guns even if control was lost due to overloads has been fixed.
  • A bug in Arcade Battles that caused the visibility of dropped or fired secondary weapons to not update after reloading while in spectator mode has been fixed.
  • A bug that caused part of the image of one multifunction display to be overlapped onto another has been fixed. For example, the frontline of the enabled map was overlapping on other screens in the cockpit. (Report)
  • A bug which caused messages about the inability to fire rockets due to the landing gear being deployed to not appear has been fixed.
  • A bug which caused the inability to fire rockets after the landing gear was torn off on aircraft where having landing gear down blocks rockets from firing has been fixed.
  • A bug that caused rocket boosters to work incorrectly when the instructor’s “auto control of engine” setting was enabled has been fixed.
  • Su-17M2 — a bug that prevented the launch of a missile in a direction different from the direction to the activated target point has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

The War Thunder Roadmap for Spring to Summer 2024

Hey everyone! We’ve finished processing your feedback and are ready to present the next Roadmap.

Let’s first start by saying that this list contains only a part of all changes and new features that we’re planning to add to the game in the first part of 2024. This list does not affect the addition of new types of weapons and vehicles, some mechanics and gamemodes, as well as graphic improvements. We’re planning to present add these improvements separately, where we’ll talk about them when they’re ready.


Take a look at the Roadmap! (click to expand)

This Roadmap presents you with the changes and improvements that we plan to add to War Thunder from the Spring leading up to the Summer. If all features have been implemented, we’ll again ask for feedback from the community so that we can create another list for a new Roadmap until the end of 2024.

We’d also like to note that game development takes time and within the Roadmap are quite a few complex features, meaning some of them may not be able to meet the planned date that we’ve set for them. The opposite may be true as well — where if some features are good to go before the planned date, we’ll release them as soon as they’re ready.

[h2]Game Mechanics and Gameplay[/h2]


In terms of game mechanics, we’re working on a lengthy list of new changes and additions.

Let’s go through them. In the first major update of 2024, we’re planning to introduce new tutorial missions for controlling technically complex types of aircraft weaponry such as guided missiles and bombs with laser seekers, as well as missiles with TV and thermal imaging heads. In addition to this for the first update, if we’re able to develop it on time and within existing constraints, we’ll be implementing an aircraft fuel slider and will solve the issue of duplicating researchable and default air-launched missiles in the weapons selector menu.

For ground force players, the first major update of the year will bring improvements to the synchronization of the destruction of objects on ground maps — fences, bushes and other objects will be destroyed first on the player’s side, and then server-side for all players.

We’re also planning to introduce detection of enemy aircraft at aircraft spawn points in Ground Realistic Battles, just like how it works for ground vehicle spawn zones. The mechanics for replenishing at capture points in ground battles will be reworked too: vehicles that can currently replenish rounds, missiles and rockets only after they are completely used up will have the ability to replenish any missing ones that have been used. The replenishment times of all rounds, missiles and rockets will be revised to improve on the overall dynamics of battles. In addition to this, the replenish action will not instantly be reset when moving in and out of a capture point.



The second major update of the year may bring in new effects to the game regarding damage to ground vehicle crews — shell shock for gunners and commanders, the occurrence of a new type of fire: one that can start in the fighting compartment, and so on. In addition to this, it may be possible to heal ground crew members that were wounded in battle. We say “may” because we’ll be working on these new features and before releasing them, we’ll be publishing a series of Development Blogs to present our design, with polls so that you can vote and let us know if you like the idea or not.

For aircraft players, we’re planning on implementing the separate use of Flares and Chaff. More Air Conquest missions will appear in the Air Arcade gamemode with a respawn zone protected by anti-aircraft guns. The same update should include a division of the Battle Rating of vehicles by mode — for example, some attack aircraft will be given a different Battle Rating in ground and air battles. We’re also planning to complete the work being done on updating crew character models with era based military equipment, as well as adding new models for crews for more modern vehicles.

In this year’s summer update, you’ll have the opportunity to recycle inventory items that you no longer need (orders, wagers, boosters, backups) into other random items, and we’re planning to complete work on updating the damage model for helicopters. The ability to control the types of fuzes for ammunition while in battle will also be added — you’ll be able to turn the radio fuze on or off, and change the high-explosive and fragmentation settings.



We’re also planning to implement mechanics for saving aircraft at an exit zone: for air events in Ground Arcade Battles with a random reward (mission points, Silver Lions, air event points or artillery), which will also be included in World War mode with an instant Silver Lion reward for saving an aircraft instead of making the next respawn cheaper.

We’ll announce in advance our plans to correct the scattering scenarios of APHE shell fragments while keeping the head of the projectile on the trajectory after armor penetration, where if you vote for these changes, they’ll be appearing in the game in the summer. In addition to this, we’ll have a vote on whether or not it would be useful to add the ability to build trenches and replenishment zones to ground vehicles that have a limited amount of ammunition for their primary weapons (some SPGs, anti-aircraft and air defense vehicles). We’re looking for your input here: many planned features will only appear in the game after an approved vote — stay tuned for further news regarding this.

[h2]Economy[/h2]


For planned economy changes, we’d like to highlight an important improvement from the previous Roadmap. This is the research bonuses for new nations that we want to implement in the second major update of this year. Thanks for your patience on this one.

[h2]Interface[/h2]

We’ve received many requests and wishes from you concerning the game’s interface, so here are some improvements that we’re preparing. For the first major update of 2024, the killfeed in battle will be improved — you’ll be able to enable and disable nicknames, squadrons and the type of weapon used to destroy another player and so on. The second major update will add changes to the game, such as a visual selector that will have quick selection for secondary weapons, a timer with the time left before ammunition (missiles and bombs) hits their target, as well as the ability to drag and and drop vehicles from research trees into a crewslot and changing the order of crew slots.

For the summer update, a new aiming reticle is planned for modern ground vehicles, plus improved indicators for the operation of vehicle systems. And lastly, you’ll receive notifications if a player that you reported was banned.

[h2]Social Features[/h2]


War Thunder has always primarily been a team game, where teamwork without communication is really difficult. New social features will make your communication easier and your public profiles much cooler than before. First of all, we’re planning on introducing an integration of the Steam friends list into the in-game client, and a wishlist, where you’ll be able to wish for things you want with the ability to gift others through this wishlist too. These features should be ready in time for the first major update of the year.

In the second major update of the year, team mechanics will be improved and a search for squads based on interests will be added. In the summer, we’ll be introducing customizable options to the player card window, the addition of a mini-card as a tooltip in the statistics window and when you destroy another player, you’ll be able to show off your awesome profile in the vehicle destruction replay camera.

The AMX-30 Super is Returning and is Here to Stay!



The French AMX-30 main battle tank entered service as early as 1966, but its first real combat test came on January 30th 1991 during the Gulf War. During the Battle of Khafji, Qatari AMX-30s fought Iraqi T-55s, destroying three enemy tanks and capturing four more with only the loss of two AMX-30s.

The AMX-30 Super is available for Golden Eagles and is here to stay!


[h3]
When: From January 30th (11:00 GMT).
Where: France > Army > Premium vehicles.
[/h3]



[h3]About this tank[/h3]
  • The AMX-30 Super derived from a modernization project for the AMX-30B tank offered to Saudi Arabia in 1988, but was never adopted. This tank features an improved fire control system with a stabilizer and a 850 hp engine. A combination of a great APFSDS shell, thermals, good mobility and a stabilizer — which is lacking on other AMX-30 variants — makes the AMX-30 Super a super fun tank to play!